usa sal_uInt32 instead of sal_Int32

Change-Id: I54db41f48d1f181d1c78c1051f094887a0bc7a8a
This commit is contained in:
Markus Mohrhard
2014-05-12 05:04:40 +02:00
parent 86dcfe908f
commit da3da4628a
3 changed files with 5 additions and 5 deletions

View File

@@ -150,8 +150,8 @@ public:
void init();
void Set3DSenceInfo(sal_Int32 color = 255, bool twoSidesLighting = true);
void SetLightInfo(bool lightOn, sal_Int32 color, const glm::vec4& direction);
void AddShapePolygon3DObject(sal_Int32 color, bool lineOnly, sal_Int32 lineColor,
long fillStyle, sal_Int32 specular);
void AddShapePolygon3DObject(sal_uInt32 color, bool lineOnly, sal_uInt32 lineColor,
long fillStyle, sal_uInt32 specular);
void EndAddShapePolygon3DObject();
void AddPolygon3DObjectNormalPoint(float x, float y, float z);
void EndAddPolygon3DObjectNormalPoint();

View File

@@ -112,7 +112,7 @@ void Rectangle::render()
glm::vec3 dir1 = maBottomRight - maTopLeft;
glm::vec3 dir2 = maTopRight - maTopLeft;
glm::vec3 normal = glm::normalize(glm::cross(dir1, dir2));
mpRenderer->AddShapePolygon3DObject((sal_Int32)maColor.GetColor(), false, 0, 1, 0xFFFFFF);
mpRenderer->AddShapePolygon3DObject(maColor.GetColor(), false, 0, 1, 0xFFFFFF);
glm::vec3 bottomLeft = maBottomRight - dir2;
//set polygon points and normals
mpRenderer->AddPolygon3DObjectPoint(maBottomRight.x, maBottomRight.y, maBottomRight.z);
@@ -128,7 +128,7 @@ void Rectangle::render()
//we should render the edge if the edge color is different from the fill color
if ((sal_Int32)maColor.GetColor() != (sal_Int32)maLineColor.GetColor())
{
mpRenderer->AddShapePolygon3DObject(0, true, (sal_Int32)maLineColor.GetColor(), 0, 0xFFFFFF);
mpRenderer->AddShapePolygon3DObject(0, true, maLineColor.GetColor(), 0, 0xFFFFFF);
mpRenderer->AddPolygon3DObjectPoint(maBottomRight.x, maBottomRight.y, maBottomRight.z);
mpRenderer->AddPolygon3DObjectPoint(maTopRight.x, maTopRight.y, maTopRight.z);
mpRenderer->AddPolygon3DObjectPoint(maTopLeft.x, maTopLeft.y, maTopLeft.z);

View File

@@ -834,7 +834,7 @@ void OpenGL3DRenderer::SetLightInfo(bool lightOn, sal_Int32 color, const glm::ve
}
}
void OpenGL3DRenderer::AddShapePolygon3DObject(sal_Int32 color,bool lineOnly,sal_Int32 lineColor,long fillStyle,sal_Int32 specular)
void OpenGL3DRenderer::AddShapePolygon3DObject(sal_uInt32 color, bool lineOnly, sal_uInt32 lineColor,long fillStyle, sal_uInt32 specular)
{
m_Polygon3DInfo.polygonColor = glm::vec4((float)(((color) & 0x00FF0000) >> 16) / 255.0f,
(float)(((color) & 0x0000FF00) >> 8) / 255.0f,